Posts by joeykeys

    In previous versions there was no automatic normalmap detection, so it's not unlikely that you might have added that normalmap, but essentially it only used the greyscale information of the texture and interpeted it as a bumpmap.

    The bump height scale slider only works for bump maps - if a normalmap is detected it is therefore hidden. We could theoretically add something similar like a "normal intensity" slider as well, as a new feature to basically post process the normal map directly in Enscape.

    Clemens Musterle Please add Normal Intensity property to Enscape. I am a Revit user thus there is only Bump map slider. But Enscape should be able to automatically turn the bump intensity slider into Normal intensity when being detected,


    When you produce a normal map from Substance Designer, there is always a guess work due to lack of normal adjustment in Enscape. I have to export and re-export from Substance to get it right.

    As I have suggested in the Preview thread, the asset library shall be placed somewhere in the network drive and shared across the office.

    Then, allow the Asset Library to run as a standalone application EXE and give the users the possibility to download ALL available assets to that network drive.

    This will solve the speed bottleneck issue.


    There are a number of people who complained about slow loading time due to asset (re)downloading at each start up of Enscape.


    Please look at how ArchVision dashboard is working (it has been working well for 10+ years and there are reasons behind it)


    Anyway I know the team has been working very hard, it will only get better :thumbup:

    benjaminriendeau   Thomas Schander


    For one of the works you posted here: Master bedroom - Sketchup


    Could you do a comparison of Enscape 2.4 vs Enscape 2.5 without post production using "Ultra" setting? I think this will provide a fairer ground for discussion.

    We can clearly see the missing clothings/wrong reflection in the mirror.


    In Unreal Engine, this cannot be solved using SSR reflection, it will require the expensive "Planar reflections" capture. I wonder if Enscape 2.5 has something similar? Please take a look here: https://docs.unrealengine.com/…Shadows/PlanarReflections


    Quote


    6577-bf-34-png

    Right at this moment, Revit does not have a proper way to support UV enabled model. In other words, you are not able to import uv enabled model nor photogrammetry models into Revit.


    You can however, use Archvision RPC Creator to convert UVed model using obj format. However this is very limited due to:

    1. You need to have an active Archvision subscription

    2. Only Albedo map is supported (ie. you cannot fully leverage Enscape's real time rendering power)

    3. There are no ways to make changes to your albedo texture inside Revit once it has been converted to its proprietary Archvision format. (ie. you need to do the conversion thing from scratch if you want to make color changes to texture)


    Hence, Enscape's newly added Asset browser (and upcoming custom asset importer) will become the only hope to get UV enabled entourage models into Revit (Hopefully supporting FBX format)

    This is where an AO slider would come in handy. It would anchor objects better instead of looking floaty.

    You might remember there used to be an AO slider for the early version of Enscape (1.X) but they removed it from the Settings page

    Reflection is currently the biggest weakest for Enscape and it is the exact reason why rendering look cartoonish even if you bump the rendering settings to Ultra.

    The other thing is Enscape doesn't have proper AO (contact shadow) settings. We have to "fake" AO through a light coloured outline setting.


    In fact, I would say 70% of the success of real time architectural visualisation relied on reflection with correct fresnel, IOR settings.

    As you may have known already a number of Enscape users have reported mirror material not reflecting correctly, disappearing objects in glass reflection, etc.


    Hopefully, one day Enscape can achieve the quality you have shown in the video.

    Nice! Did you insert the star-like glare in Photoshop?

    @Thomas, on the subject of bloom. I wish you can pass this to your developer -

    if Enscape can utilise FFT (Fast Fourier Transform) Convolution Bloom it would make the bloom and glare looks much more realistic.

    FFT convolusion will give you the most realistic bloom in real time engine.


    I can provide examples if needed.

    Files

    • Bloom-FFT.pdf

      (455.1 kB, downloaded 66 times, last: )

    @

    We continously improve that. The next version will probably show textures and better lighting in the reflections. Please understand that reflections in real time computer graphics are a complex thing and will remain partially unsolved for quite some months. But we are on it!

    I have a suggestion, Thomas.

    For material that uses the keyword "Mirror", can Enscape automatically place an invisible reflection probe near the mirror so that it can provide the highest possible quality of reflection for the mirror?


    Also the idea of being able to manually place reflection probe/planar reflection helper can really brings Escape rendering to the next level for users who demand ultra quality.


    Thank you.

    Custom asset should -


    1. be able to import *.FBX or *.OBJ format which supports UV unwrapping

    2. be using standard PBR material channels (spec/gloss OR metal/rough workflow), please also consider the possibility of Subsurface and AO material as it will make models looks much better.

    3. provide an asset import studio environment so we can get real time feedback of what the models look in Enscape renderer.

    4. If possible, please consider allowing 2D DWG representation for a cleaner, simplistic plan view, elevation views


    Thanks!

    The trello card has been created 2 years ago and I really hope that this function can come to Enscape.

    Orthographic / Parallel view is a must if Enscape wants to pride itself as a tool for Architects.


    To Dev:

    If you want to see how orthographic viewport behave please take a look at Substance Designer/Substance Painter's OpenGL -or- IRay's viewport